3D Artist Magazine Articles
Volume 5, Issue #s 29 to 35 (1997-99)

> Articles are listed as newest by page number.
> Issues now indexed: 21 to 44, more in progress.
> Most print articles are NOT available as full text online. See about ordering back issues.
> Issues available: current back to #19.

Print Article DetailsOnline Refs

A 3D Lashing; by Barbara Del Duco; 3DA#35 p. 4 (<1 p.). Threading laces and making an ersatz knot in RDS 5.

TrueSpace Facial Animation; by Jon Winchester; 3DA#35 p. 6 (1+ pp.). Morphing comes to trueSpace 4 with the Space Time Morph plug-in.

LightWave Bones; by Mitch Butler; 3DA#35 p. 8 (1 p.). How to get control over LightWave bones' area of influence. See also previous article, Faces of Success.

HyperVoxels: Fun with blobs; by David Hopkins; 3DA#35 p. 10 (2 p.). How to use LightWave HyperVoxels to do a flying logo.

Cover Story; by Steve Sherer; 3DA#35 p. 12 (<1 p.). Info about how Abraham Lincoln on this issue's cover was modeled and mapped.[cover image]

Re-creating Historical Aircraft; by Michael Ash; 3DA#35 p. 12 (1+ pp.). Using book and plastic model resources together to create your own original 3D aircraft models in LightWave, with some pointers about background reference images.

Re-creating an Undersea Rescue; by Rick Fernandes; 3DA#35 p. 14 (2 p.). Showing how the U.S. submarine Squalus sank in 1939, and how most of its crew were saved in the first-ever rescue of its kind, demonstrated with trueSpace 2 for the Discovery Channel. See also sidebar, Proportional Modeling, and sidebar, Further Submarine Accident Re-creations.

Proportional Modeling; by Rick Fernandes; 3DA#35 p. 16 (<1 p.). An easy way to work from old drawings and blueprints to get models that are proportionally correct, shown using trueSpace and CorelDraw to re-create the Andrea Doria sinking for the Discovery Channel. See also main article, Re-creating an Undersea Rescue.

Further Submarine Accident Re-creations; by Rick Fernandes; 3DA#35 p. 16 (<1 p.). A note about the author's nuclear submarine accident re-creations done with trueSpace 4 for the Discovery Channel's "On The Inside" series. See also main article, Re-creating an Undersea Rescue.

Modeling Clothing; by Mike Caputo; 3DA#35 p. 17 (1 p.). How to clothe a figure in AM98.

Poser Park; by Donald Schnader; 3DA#35 p. 18 (1 p.). Why and how to break up Poser 3 animations into multiple segments, each with its own file, to create longer, more complex stories.

Poser Parts; by Cecilia Ziemer; 3DA#35 p. 19 (<1 p.). Some notes about using Organica, RDS, and 3DS Max, as well as Poser itself for modeling, and especially pointing out the importance of the free PHI Builder utility.

Ballzac al 'shroom; by Cecilia Ziemer; 3DA#35 p. 19 (<1 p.). Practicing elementary Poser figure creation and manipulation, demonstrated with a Wonderlandish scene consisting of a mushroom, hookah, and caterpillar that all begin as simple ballzacs. See also previous article, Ballzac.

Vizaneering; by Gary Dohanish; 3DA#35 p. 20 (1+ pp.). A major collection of tips for, and observations about, 3DS Viz r2, with a focus on AEC useage.

3DS Viz Add-Ons; by Gary Dohanish; 3DA#35 p. 21 (<1 p.). 3DS Max and Viz plug-ins RealPeople (2D people and tree stand-ins that almost act 3D) and SmoothMove Panorama (VR camera).

Working with RealPeople; by Doug King; 3DA#35 p. 22 (<1 p.). How to get better tree shadows, and how to go about creating your own RealPeople stand-in objects, but watch those vertical camera moves.

Three Books for 3DS Max r2; by Doug King; 3DA#35 p. 23 (<1 p.). Reviews of Teach Yourself 3D Studio in 14 Days, 3D Studio Max Applied Release 2.0, and 3D Studio Max 2 Effects Magic.

Smoke & Clouds; by Aaron Shi; 3DA#35 p. 24 (<1 p.). When the author needed to create smoke that both casts and receives shadows, the PyroCluster 3DS Max Environoment and Post plug-in proved to be the answer.

Cheap Tricks; by Trevor H. Booth; 3DA#35 p. 24 (<1 p.). Some workable free solutions for skeletal deformation and working with bipeds in 3DS Max r2+ without Character Studio or BonesPro.

Unwrap Unwrapped; by Eun Kyeong Anna Hennequet; 3DA#35 p. 28 (1 p.). A great basic technique for texture creation for 3DS Max r1 and r2 using the free Unwrap plug-in, especially useful for painting human faces. There's also a version for 3DS DOS.

Two Books for Ray Dream; by Barbara Del Duco; 3DA#34 p. 4 (<1 p.). Review of Ray Dream Studio for Win & Mac and Ray Dream Handbook, both for RDS 5.

Four Books for 3DS Max 2.x; by Doug King; 3DA#34 p. 4 (<1 p.). Review of three Inside 3DS Max 2 volumes plus 3DS Max r2.5 f/x & Design, noting changes from their r1 editions.

Pose Sliders; by Mike Caputo; 3DA#34 p. 7 (<1 p.). Using the unlimited posing potential in AM98 6.1.

Boning Up; by Rick Greco; 3DA#34 p. 8 (1 p.). Using bones in SSP 2.5.2 with single-piece meshes imported from Poser 3.0.

Metaballic Tranformations; by Jon Winchester; 3DA#34 p. 10 (<1 p.). Complex metaball animation using tS 3+.

Transitioning to TrueSpace 4; by Jeffrey W. Wall, M.D.; 3DA#34 p. 10 (<1 p.). A guided tour of what to watch out for with some changed and new features in tS4.

Easy Volumetric Lighting; by Tom Marlin; 3DA#34 p. 10 (<1 p.). Getting some good starting points for one of tS4's new features.

Going Bats with NURBS; by Sanford Kennedy; 3DA#34 p. 12 (1+ pp.). Cover Story: Using 3DS Max r2.5 NURBS to model a fruit bat's body and wings. See also sidebar, Shag: Bat Fur.[info]
[cover image]

Shag: Bat Fur; by Sanford Kennedy; 3DA#34 p. 13 (<1 p.). Using the Shag: Fur plug-in for 3DS Max r2.x on a fruit bat modeled with NURBS. See also main article, Going Bats with NURBS.

Designing Museum Applications; by Clay Hamilton; 3DA#34 p. 14 (2 p.). Using LW3D and WCS to re-create and present an ancient Native American pueblo. Co-authored by Theresa Breznau.

Bourdon House; by Nancy Heinz-Yerka; 3DA#34 p. 16 (1+ pp.). Re-creating classical English interior woodwork with TriSpectives. See also previous article, Capital Modeling.

LightWave Hand Animation; by Mitch Butler; 3DA#34 p. 18 (1 p.). How to animate hands with a morph manager such as LW's Morph Gizmo. See also previous article, Faces of Success.

Procedural Eyeballs; by David Hopkins; 3DA#34 p. 19 (1+ pp.). Putting LW's procedural textures to work without UV mapping.

Using 3DS Max r2 with Poser 3; by Sanford Kennedy; 3DA#34 p. 20 (<1 p.). A way to remodel stock Poser figures without losing morph targets.

Ballzac; by Cecilia Ziemer; 3DA#34 p. 20 (<1 p.). An easy introduction to creating all-new Poser figures starting in other apps, such as shown with RDS5. See also sidebar, Figures from Props, and next article, Ballzac al 'shroom.

Poser Update & Tools / More Pieces for Poser; by Cecilia Ziemer & Bill Allen; 3DA#34 p. 20 (<1 p.). More figures, free Props, a freeware hierarchy tool, and other info.

A List of List Tips; by Larry Weinberg; 3DA#34 p. 21 (1+ pp.). An updated digest of tips sent to the Poser Mailing List by Poser's creator.

More Poser Tips; by Cecilia Ziemer & Bill Allen; 3DA#34 p. 21 (<1 p.).

Depth Clues; by Bill Allen; 3DA#34 p. 22 (<1 p.). Poser 3's undocumented depth map feature and how to use it for compositing and creating stereograms. See also previous article, Stereograms.

Figures from Props; by Bill Allen; 3DA#34 p. 23 (<1 p.). Creating new figures using Poser 3 Props, shown as an alternative for the "Ballzac" tutorial. See also main article, Ballzac.[updated full text]

Snowy Bryce; by Martin Murphy; 3DA#34 p. 28 (1+ pp.). Tips about creating snow-covered mountains so real looking you'll want your skis.

Splash!; by Mike Beals; 3DA#33 p. 4 (1 p.). Spray and waves for 3D Studio Max r1 or r2 using this commercial plug-in.

Cover Story; by Mike Caputo; 3DA#33 p. 6 (<1 p.). Cover image done with Hash AM98 and Adobe After Effects.[full text]
[cover image] 21Kb

Blown Away by Physics; by Jon Winchester; 3DA#33 p. 8 (<1 p.). Using physics in trueSpace 3.2 to simulate a dandelion puff dispersal.

Organica Tips; 3DA#33 p. 11 (<1 p.). More tips from Impulse tech support.

Faces of Success; by Mitch Butler; 3DA#33 p. 12 (1+ pp.). Using LW3D's Morph Gizmo for The Smell of Horror, star of the Siggraph 98 Electronic Theater. See also sidebar, The B&W Film Look, next article, LightWave Hand Animation, and next article, LightWave Bones.

The B&W Film Look; by Mitch Butler; 3DA#33 p. 13 (<1 p.). Converting LightWave animation to B&W using Photoshop 4+. See also main article, Faces of Success.

MicroScribe & Rhino; by Sanford Kennedy; 3DA#33 p. 14 (1+ pp.). Digitizing NURBS in Rhino for use in 3DS Max.

Instant Cables; by Cecilia Ziemer; 3DA#33 p. 15 (<1 p.). Creating cables and wires easily in 3DS Max.

The Pharos Lighthouse of Alexandria; by William H. Munns; 3DA#33 p. 16 (2 p.). Bryce 3D among the Wonders of the Ancient World.[centerspread] 57Kb
[night scene] 18Kb
[wireframe] 37Kb

Bryce 3.0 Survival Tips; by Cecilia Ziemer; 3DA#33 p. 18 (<1 p.). Pointers such as turning off Auto Key.[longer version]

Poser 3 Handyman; by Cecilia Ziemer; 3DA#33 p. 19 (<1 p.). Mommy! That woman put a hand on that man's behind!

Poser Revisited; by Sanford Kennedy; 3DA#33 p. 19 (<1 p.). Character animation right out of the box, with potentials for professional use, plus built-in Sketch (cel) shading.

Gray Matter; by Rick Greco; 3DA#33 p. 20 (<1 p.). A RAM-saving texture tip for RDS, Photoshop, and other programs.

Sparkles; by Rick Greco; 3DA#33 p. 20 (<1 p.). A nifty, easy special effect for StudioPro 2.1+ using Path tool and Pixie Dust extensions from Power Module 1.

Action Objects; by Mike Caputo; 3DA#33 p. 21 (<1 p.). A very useful undocumented feature found in AM98.

Metamation; by David Hopkins; 3DA#33 p. 22 (1+ pp.). Using MetaNURBS to prepare for LightWave animation.

3DA Reports: Books & CDs; by Mike Caputo & Lou Spivak; 3DA#33 p. 24 (<1 p.). Review of book, Digital Character Animation ("a classic," non-app specific), and CD/Web site Complete Support.

Taking a Job by the Grass; by Art Vandeliegh; 3DA#33 p. 26 (<1 p.). Growing and mowing with Inspire 3D (or LightWave).

Poser Trips; by Cecilia Ziemer; 3DA#33 p. 30 (<1 p.). Four short tips to help put some variety into your Poser 3 work.

ClothReyes 2; by Robert J. Undi; 3DA#33 p. 32 (2 p.). Using ClothReyes in 3DS Max for animating gowns, scarves, hats, and hair.

Snowy Scenes; by Igor Borovikov; 3DA#32 p. 4 (<1 p.). How to bring on winter, shown with World Builder.

Cover Story; by John B. Crane; 3DA#32 p. 6 (<1 p.). A proud new father puts PowerMac LW 5.5 MetaNURBS to work for the issue's cover.[full text]
[cover image]

Shag: Fur for Hair; by Mike Beals; 3DA#32 p. 8 (1 p.). Yes, you can do hair with Shag: Fur for 3DS Max.[animated GIF] 99Kb

5 Secret Weapons; by Phillip Finch; 3DA#32 p. 10 (<1 p.). Under-appreciated tools for LightWave: StarFire, Macroform, DAB, Surface Effectors, and text editors.

Gaffer; by Phillip Finch; 3DA#32 p. 10 (<1 p.). Sometimes, to sell a fantasy, you need a heavy dose of realism. See also previous article, A Vision Realized.

Red Rock Bits; by Rick Greco; 3DA#32 p. 12 (1+ pp.). A roundup of tips for StudioPro, including some Photoshop texture tips.

A Week in the Life; by John McLoughlin; 3DA#32 p. 14 (1+ pp.). The process of working with a client for architectural rendering using 3DS Max and Photoshop.

Organica Tips; 3DA#32 p. 15 (<1 p.). A short collection of short tips from "The Gang at Impulse."

Capital Modeling; by Nancy Heinz-Yerka; 3DA#32 p. 16 (2 p.). Solid modeling of ornate columns in TriSpectives. See also next article, Bourdon House.

Luma Object; by Ben Throop; 3DA#32 p. 18 (1+ pp.). Using this plug-in to simulate radiosity in 3DS Max with many of the benefits and little of the pain.

Quick Rapids; by Mike Swinford; 3DA#32 p. 19 (<1 p.). Getting fast water fast in World Construction Set.

Ascending & Descending; by Yu-Kwok Law; 3DA#32 p. 20 (<1 p.). Finding a different viewpoint in 3D Studio (DOS) to re-create a famouse M.C. Escher work.[screen shot] 63Kb

Escher in VRML; by Julian De Puma; 3DA#32 p. 20 (<1 p.). Modeling Escher-like impossible spaces in Animation Master for VRML display.

Trexellation; by David Greig; 3DA#32 p. 21 (<1 p.). Doing 2D tessellations in Ray Dream Studio, inspired by the work of M.C. Escher.

Max Landscapes; by Alex Kiriako; 3DA#32 p. 22 (2 p.). Generating landscapes natively within 3DS Max r2 using freeware plug-ins and scripts.

Compositing Particles; by Jon Winchester; 3DA#32 p. 24 (1+ pp.). Doing a submarine torpedo attack with tS3 and the Primal Particles plug-in.

3DA Reports: Books & a Plug-In; by Mike Caputo & Alex Kiriako; 3DA#32 p. 24 (<1 p.). Reviews: Animation:Master Handbook (for v5), Inside LightWave 3D 5.5, Organic Modeling Tutorial (plus tips for best use with Max r2), and 3DS Max 2 Fundamentals.

Bryce 3D: A second opinion; by William H. Munns; 3DA#32 p. 25 (1 p.). About finding proficiency faster. A ringing defense for using easier, more intuitive 3D software for creating art, especially Bryce. See also earlier article, Landscape Generations.[art sample] 44Kb

Bryce Character Animation; by Cecilia Ziemer; 3DA#32 p. 26 (<1 p.). A walk in the wilderness. How to turn an imported Poser 2 figure into an animatable figure in Bryce 3D. See also next article, Bryce 4 Character Animation.[info]

Seaside Veranda; by William H. Munns; 3DA#32 p. 27 (1+ pp.). Modeling trees and buildings in Bryce 3D.[rendering] 53Kb

Deep Textures; by Alex Kiriako; 3DA#32 p. 28 (1+ pp.). A detailed introduction to Bryce 3D's Deep Texture Editor.

MetaNURBS; by David Hopkins; 3DA#32 p. 30 (2 p.). An exercise to get your mind going about the inner workings of one of LightWave's niftiest modeling tools.

Outburst 1.1; by Josh Nelson; 3DA#32 p. 37 (<1 p.). Review of this commercial plug-in for 3DS Max r2.

Explosive Compositing; by Aaron Shi; 3DA#32 p. 40 (1+ pp.). Compositing Pyromania 2D special effects within 3DS Max for game development work.

StudioPro 2.1.1; by John B. Crane; 3DA#31 p. 6 (1+ pp.). Review and some tips as SSP v2 "finally hits the mark."

DV Dirt Cheap; by Tim Wilson; 3DA#31 p. 8 (<1 p.). High-quality MPEG2 storage comes cheap with DVD, some accessories, and some workarounds.[more info]

SurfaceSuite; by Robert J. Undi; 3DA#31 p. 10 (1 p.). How the SurfaceSuite plug-in facilitates complex mapping including overlapping materials for 3DS Max, shown for human whole-body mapping (this program also became available later in a standalone version). See also previous article, Tiger Woman.

EI Plug-Ins; by John B. Crane; 3DA#31 p. 12 (<1 p.). First looks at Northern Lights and Zaxwerks plug-ins for EI 2.7.5 for tasks such as flocking and EPS lofting.

A Vision Realized; by Phillip Finch; 3DA#31 p. 14 (1+ pp.). Sitting in a Mayan temple brought to the author an idea that came to life in LightWave. See also earlier article, Easy Eyes, sidebar, Plug-Ins that Complement MetaNURBS, and next article, Gaffer.

Plug-Ins that Complement MetaNURBS; by Phillip Finch; 3DA#31 p. 14 (<1 p.). Tips about some shareware and freeware plug-ins that help working with MetaNURBS See also main article, A Vision Realized.

Cover Story; by Kreg Branden; 3DA#31 p. 16 (<1 p.). How the issue's cover was done with 3D Studio Max r2 and The Incredible Comicshop cartoon shader plug-in. See also 3D Technology for 2D Toons.[full text]
[cover image] 16Kb

3D for 2D; by Mike Caputo; 3DA#31 p. 17 (1 p.). Keynote article and overview for the issue focus on using 3D graphics to get 2D cartoon-like results. See also In 'Toon with MH3D.

3D Technology for 2D Toons; by Kreg Branden; 3DA#31 p. 18 (1+ pp.). Shading, inking, borders and other issues explained along with the four main ink generation methods. See also Cover Story.

In 'Toon with MH3D; by Mike Caputo; 3DA#31 p. 19 (<1 p.). Using Animation Master's new cel shader feature. See also 3D for 2D.

Max NURBS; by Sanford Kennedy; 3DA#31 p. 20 (1+ pp.). An intermediate tutorial to help get you up to speed with 3DS Max r2.0 NURBS.[images] 6Kb

Landscape Generations; by Doug King; 3DA#31 p. 21 (1 p.). Keynote article for the issue's landscape focus, and a brief survey of current landscape software. See also later article, Bryce 3D: A second opinion.

Bryce 3D; by Alex Kiriako; 3DA#31 p. 22 (<1 p.). First look at Bryce 3D 3.0 and a few tips. See also sidebar, Getting Them DEMs.

World Construction Set 3; by Christian Gahre; 3DA#31 p. 22 (<1 p.). First look at the new WCS v3.

Getting Them DEMs; by Alex Kiriako; 3DA#31 p. 22 (<1 p.). Strategies for getting DEM files into Bryce 3D. See also main article, Bryce 3D.[full text]

World Builder 2; by Alex Kiriako; 3DA#31 p. 23 (1 p.). First look at the first Windows version of this unusual Russian landscape app, shown with 3DS Max/Viz Z-buffering.

3DS Max r2; by Alex Kiriako; 3DA#31 p. 24 (1 p.). First look at a must-have upgrade, plus a few tips.

3D Speed; by Alex Kiriako & Paul Kakert; 3DA#31 p. 24 (<1 p.). Review of 3D acceleration with the Oxygen 202 and Imagine 128 cards.

ScalpelMax; by Paul Schuyler; 3DA#31 p. 25 (<1 p.). Review of ScalpelMax, a plug-in that helps illustrators and architectural renderers do cutaways better and more easily in 3DS Max/Viz.

Surface Tools; by Jacques Hennequet; 3DA#31 p. 26 (<1 p.). A low-cost plug-in that not only makes patch modeling more practical, but also is a great alternative to Max NURBS.[tutorial] 252Kb

Organica; by Gregory Denby; 3DA#31 p. 27 (<1 p.). Review of Organica, a new metaball-based 3D app, including a few tips.

Making Movies; by David Hopkins; 3DA#31 p. 28 (2 p.). How to create and map a filmstrip object in LightWave.

RAID: Cure for backup blues; by Peter Plantec; 3DA#31 p. 32 (1+ pp.). How to go about setting up your own low-cost, high-speed PC RAID.

Alpha Update; by Peter Plantec; 3DA#31 p. 33 (<1 p.). What's happening with the Alpha, like getting sold to Intel.

After the Falls; by Christian Gahre; 3DA#31 p. 40 (2 p.). Using WCS 3, 3DS Max r2, and Digital Fusion to create an animated waterfall.

Bubba's Place; by Jacques Hennequet & Eun Kyeong Anna Hennequet; 3DA#30 p. 4 (1+ pp.). How some wonderful lighting and painterly imagery was created in 3DS Max for this issue's Contents page image (the last in this style of Contents page).

ClothReyes 1.1; by Mike Beals; 3DA#30 p. 6 (1+ pp.). Review of this 3DS Max plug-in, including vital pointers on how to get started, plus how to create and animate a basic skirt.

Ray Dream Studio 5; by John B. Crane; 3DA#30 p. 8 (<1 p.). Review and a few tips.

Cover Story; by Michael Koch; 3DA#30 p. 10 (<1 p.). A little about how this issue's cover was created with 3DS Max patch modeling.[full text]
[cover image]

A Bag of Tricks; by David Hopkins; 3DA#30 p. 11 (1+ pp.). LW3D tips on field rendering, drawing curves, lip sync, bones, film grain, fog, organization, and a great mapping shortcut.

Meshing Around; by Rick Greco; 3DA#30 p. 14 (1 p.). An introduction to using the Mesh Form modeler new in Ray Dream Studio 5.

Easy Eyes; by Phillip Finch; 3DA#30 p. 16 (1 p.). How to get nicely rounded, seamless, animatable eye and eyelid using LW MetaNURBS. See also later article, A Vision Realized.

Shape Animation for 3DS Max r1; by Michael Koch; 3DA#30 p. 18 (2 p.). Wrapup review of MorphMagic, Smirk, and Mix for 3DS Max morph animation.[full text]

Another World Revisited; by Tim W. Moseley; 3DA#30 p. 20 (1 p.). Re-creating an M.C. Escher classic using 3DS Max.

Spiral of Union; by Francesco Franceschi; 3DA#30 p. 21 (1 p.). How to slice out a 3D spiral with Imagine 4, as inspired by M.C. Escher's "Bond of Union." Also shown for IFW.[screen shot] 37Kb

3D Stereoscopic Imaging; by Josh Nelson; 3DA#30 p. 22 (2 p.). A general introduction to depth clues and parallax as well as stereo viewing devices, plus tips on making stereo images work.

RadioRay; by Alex Kiriako; 3DA#30 p. 24 (1 p.). Review of this raytrace/radiosity plug-in renderer for 3DS Max r1. See also sidebar, Living with RadioRay.

RayGun; by Alex Kiriako; 3DA#30 p. 24 (<1 p.). First look at this plug-in raytracer for 3DS Max r1.

RayStudio 2.0; by Jacques Hennequet; 3DA#30 p. 24 (<1 p.). First Look at this raytrace plug-in renderer for 3DS Max r1.

Living with RadioRay; by Alex Kiriako; 3DA#30 p. 25 (<1 p.). Starting points and workarounds to get you going with this 3DS Max r1 plug-in renderer. With help from Jacques Hennequet. See also main article, RadioRay.

3DA Reports: Books, Videos, CDs; by Alex Kiriako; 3DA#30 p. 28 (1+ pp.). Reviews: 3D Graphics & Animation (great intro to 3D), 3DS Max Pro Techniques, 3DS Max Tips & Tricks 1, Bebop Bytes Back, Inside 3DS Max Vol. 3, LW3D 5 Character Animation, and XtraActive Max Tutorial CD 1.

Planetary Traveler; by Cecilia Ziemer; 3DA#30 p. 28 (<1 p.). Review of the Planetary Traveler, a completely Mac-rendered 43-min. collaborative production created mostly with Bryce 2 and pre-Bryce 3D beta software.

3D Studio Max r2; by Alex Kiriako; 3DA#30 p. 29 (<1 p.). First look. See also notes on page 24 about r2 raytracing.

Building Your Own Alpha Workstation, Part 2; by Peter Plantec; 3DA#30 p. 30 (1+ pp.). Installing WinNT4, getting the CD and modem running, setting up FX|32, and installing software. Includes shopping contacts.

Custom Tools, Part 2; by Andrey Zmievski; 3DA#30 p. 32 (1+ pp.). How to finish writing your own elementary 3DS Max plug-ins.

LW3D 5.0 for PowerMac; by John B. Crane; 3DA#30 p. 34 (<1 p.). Impressions and a few tips from a happy camper in Mac land.[full text]

TrueSpace 3.1; by Frank McMahon; 3DA#30 p. 34 (<1 p.). An update about the dot-one changes such as the Keyframe Editor, animation previews, and area rendering.

Cinema 4D; by Alex Kiriako; 3DA#30 p. 35 (<1 p.). First look at an agile new 3D app from Germany, with a pro version coming.

LW 5.5 SkyTracer; by Phillip Finch; 3DA#30 p. 36 (<1 p.). How to progress beyond the default twilight settings in this LW 5.5 beta plug-in.

Output to Spark & DV Camcorders; by Patrik Beck; 3DA#30 p. 36 (<1 p.). How to get LightWave animations to your digital video camcorder.

Max Booleans; by Alex Kiriako; 3DA#30 p. 36 (<1 p.). The trick for happy Booleans may be to force the Boolean function to reset before going to the next operation.

Lock Down!; by Mike Caputo; 3DA#30 p. 40 (1 p.). How to use Animation Master 5's bone/restraint system.

Cover Story; by Cecilia Ziemer; 3DA#29 p. 6 (<1 p.). How the artist created the cover image, "Tranquility Station," using Ray Dream Studio 4, Poser 2, and 3DS Max r1.[full text]
[cover image] 30Kb

Contents Page Story; by Bill Allen; 3DA#29 p. 6 (<1 p.). An image and some info about how Joe Conti and Brad Carvey's Autumn Light Entertainment did the 2.5-min. opening to Sony's Men in Black with LightWave 3D 5.0.

3 for VRML 2; by Alex Kiriako; 3DA#29 p. 8 (1+ pp.). A report on RealiMation Pro STE, Hyperwire, and Internet 3D Space Builder.

AutoCAD r14 & 3D Studio Viz; by Gary Dohanish; 3DA#29 p. 10 (2 p.). Review of AutoCAD r14 and 3D Studio Viz r1, with notes about using Viz vs. AutoCAD and Max r1.

A Look at LightWave 3D 5.5; by David Hopkins; 3DA#29 p. 14 (2 p.). A bit of a facelift and a bunch of new features are examined and explained for the new LW3D 5.5.

Speed Razor Mach III 3.5/3.51: Does it make the cut?; by David Hopkins; 3DA#29 p. 15 (1+ pp.). The author moves his studio across land and sea for a month to do a month-long onsite corporate video assignment, and finds SRM III to be "seriously solid."

TrueSpace 3.0; by Joel Bellucci; 3DA#29 p. 16 (<1 p.). A critical appraisal of tS3.0's many great new features and "room for improvement." See also Manatees and Metaballs.

DeBabelizer Pro 4.0; by Alex Kiriako; 3DA#29 p. 16 (<1 p.). First look at DeBabelizer, available for the first time in Win95/NT.

Manatees and Metaballs; by Joel Bellucci; 3DA#29 p. 17 (1 p.). A visual treat from a marine biologist showing off one of tS3's new features, metaballs. See also TrueSpace 3.0.

A Low-Res Character; by Aaron Shi; 3DA#29 p. 18 (1+ pp.). Using box modeling and FFD in Max r1, plus 4D Paint, to create a soldier in 47K polygons for pre-rendered game animation.

Custom Tools, Part 1; by Andrey Zmievski; 3DA#29 p. 19 (1+ pp.). How to embark on writing your own 3DS Max plug-ins.

Poserboards; by Sanford Kennedy; 3DA#29 p. 20 (2 p.). Using Poser 2 to create 3D storyboards.

Using Poser with LightWave; by Mike Beals; 3DA#29 p. 22 (1 p.). Poser 2's figures' figures are good, but their heads need some work when brought into LightWave or other apps.

Using Sculptor with Poser; by Sanford Kennedy; 3DA#29 p. 23 (1 p.). Creating new body parts, like a devil's head, for Poser 2 using Sculptor Pro.

Creating Real World Textures; by Andy Anderson; 3DA#29 p. 26 (<1 p.). Using a camera to gather textures from the world around us.

Block It In; by Robert Stein III; 3DA#29 p. 28 (<1 p.). Applying a classical approach to beginning a 3D scene, from a widely-published 3D and traditional artist, demonstrated with Softimage.

Bidirectional Position Links; by Michael Koch; 3DA#29 p. 28 (<1 p.). Whoa! The child can parent the parent in 3DS Max r1's IK system.

Building Your Own Alpha Workstation, Part 1; by Peter Plantec; 3DA#29 p. 30 (1+ pp.). Intro to WinNT4 for Alpha and its differences from Intel, including special software and hardware needs.

StudioPro 2.0; by John B. Crane; 3DA#29 p. 32 (<1 p.). A first look at SSP 2.02a.

Animation Master 5.0; by Mike Caputo; 3DA#29 p. 32 (<1 p.). First look at A:M 5 and it's all-new interface.

Rhino; by Paul Muns; 3DA#29 p. 33 (<1 p.). First look at this NURBS modeler, and a novel way to scan ears.

RayMax; by Alex Kiriako; 3DA#29 p. 35 (<1 p.). Review of the RayMax 1.0 plug-in for 3DS Max r1 with a preview of RayMax 1.5.

Using Type Objects in RDS; by John B. Crane; 3DA#29 p. 40 (1 p.). Doing a good job of integrating 3D type with a scene takes some planning, and, working in RDS 4, may require separate rendering and later Photoshop compositing.


Revised: 23 Apr 01
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